/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h
Creates an asset if it doesn't exist. If it does exist then it overwrites it if possible. If it can not overwrite then it will delete and replace. If it can not delete, it will return nullptr.
A pointer to a new asset of the specified type or null if the creation failed.
[UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateOrOverwriteAsset ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags InFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InTemplate ) const